Category Archives: Future Projects

Current Projects

I’ve been a bit distracted from writing tasks lately. I bought into the second Kingdom Death: Monster Kickstarter and received my copy of the core game a while back. It’s really quite a fun game, and given how high-quality the miniatures are I kind of wanted to paint them up nicely after I assembled them. I was pretty happy with the results of my first couple, so then I decided I wanted to give them fancy bases, instead of just flat black ones.

 

 

My KD:M miniatures are still a work in progress, but by then I’d accumulated a fair few bits and pieces and I’d seen online that some people had crafted proper versions of the game terrain that gets set up on the board. I thought that looked really cool, and kind of really wanted to enhance my own game with some. There are even some really cool 3D printed pieces. So I started expanding a bit in preparation for that.

Of course, getting into the KD:M terrain meant that I saw a lot of other miniature terrain. I’m an avid tabletop gamer and I’ve always thought miniature terrain and stuff like dungeon tiles are really cool, but I’d been away from games that would use them for so long that I’ve always thought it was a waste of time for me to do anything with it.

However, I’ve recently also gotten back into Dungeons & Dragons, and am currently running a 5th Edition game that I’m really enjoying. I have some more game ideas I’d like to get into in the future, too, so I ended up spending way too much money on tools and bits and now I’m working on buy and crafting pieces of terrain for future D&Ding.

 

 

So, yeah. I’ve been busy, just not with the sort of thing I really should be busy with.

ANYWAY!

I’m pretty happy with how Blackened Hearts turned out, and given the surprising amount of success and feedback it’s gotten I’ve been thinking that I might want to follow it up with another LARP scenario. I’ve got a mess of notes now for potential scenarios I could write, but I’m not completely sure what I want to actually commit the time to working on just yet. While I have a bunch of different ideas, at the moment I think I’m narrowing in on two in particular:

 

Ghost Hunterz

A kitschy, low-budget cable TV show crew go on-location to a building where a series of horrific murders were committed years ago. The place is rumoured to be extremely haunted, so the crew, including a supposedly psychic medium, is hoping to communicate with the spirits and film some supernatural phenomena. After little success early on, once the clock strikes midnight the doors of the building lock and the world outside the windows is enveloped in darkness, trapping them inside. The producer assumes that their ‘psychic’ is running some smoke and mirrors deal, but is all for it if it gets them some good footage. Of course, the ghosts are all-too real… and one of them is a killer.

 

 

This one has what I think is a pretty interesting central mechanic/conceit—half of the cast are unable to interact with or perceive the other half directly (because they’re ghosts). Communication between the two distinct groups is done indirectly through the use of ghostly powers. The ghost characters can wander around, interact with each other, and eavesdrop on the living freely, while living characters strictly instructed to completely ignore the ghost players’ presence, unless ghostly powers are used. An Ouija board is the primary medium, but there is also interference with recording equipment, poltergeist activity, and even possession. I’m also considering a mechanic for the ghost killer to be able to start murdering the living people (and for them to subsequently become ghost characters) but I’m not quite sure how to pace it out yet.

 

Glory to the Crown

A bored, low-tier noble of a magical steampunk empire has come to a mining facility, along with representatives from the powerful Church and Academy, to tour it and make a decision on whether it will be shut down now that its richest veins have all been exhausted. The tour is interrupted when workers suddenly break into an ancient sealed chamber, filled with amazing discoveries. Dangerous readings cause the resident radiologist send the whole facility into a quarantine lockdown, trapping everyone inside until help arrives.

 

 

The central mechanic/conceit of this one is that there are a number of potentially very valuable, very important objects that have been discovered, but no one has complete direct access to study them until after the quarantine is lifted. Each object has a number of properties, and each property affects the value of the item differently. The idea is that the academy and church players will try to find out what information they can, and make deals with the noble to try to obtain what they think are the most valuable items, without over-committing their resources.

The facilities’ workers have a bit more access to the discoveries, but have their own motivations and desires and may try to strike deals of their own with the church/academy. There are also secondary major plots involving an undercover agent of the rebellion who can turn the whole thing on its head if they get enough other characters to support them, and the pending decision on whether or not the facility will be closed (threatening the workers’ livelihoods).

 

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Eidolon: I Actually Did A Thing

My time off from my full-time employment is rushing toward a close. I have less than six weeks remaining before I head back, and I feel like I don’t have a lot to show for it. My intention was to write my next two books in the ten months I had off. Instead, I’ve got two partially-written first drafts, neither of which is close to being finished. I don’t know if I’ll make significant progress on either of them before I have to rejoin the daily grind.

At the beginning, I was working extremely well. The first couple of months were easily my most productive — maybe even more productive than the entire period after them. Then I had some recurring issues with my chronic depression playing up quite badly, which threw me off and it’s been an extreme struggle to try to get back into basically anything at all. On top of that, I had to move house in the middle of things so there were other things that delayed and stressed me and just sort of made everything a lot harder.

I did manage to write five short stories, all of which are available for free on this site and others. Some of them I’m honestly not overly fond of, and some of them I actually think are reasonably good. Even so, they’re fairly small things and I don’t really consider them significant accomplishments.

Just today, though, I stopped working on an actual Thing that is now basically finished.

A while ago, I’d been talking to my sister (an actress who graduated from the New York Film Academy a little while back) who mentioned that there aren’t a lot of scripts around for small, local directors who are looking to produce things, and suggested that if I wrote a script, she would be able to pass it around her contacts and we could all maybe do a thing together. I had a bit of a think about it and set down some base guidelines that I thought would be important if what I wrote was ever going to get filmed — I’d need to write something that would be cheap to produce, used minimal sets and actors, etc. An idea sparked right away, but it took a while for me to actually do some serious work on it.

I went through a couple of drafts, sent it through to my normal set of beta readers, did some reworking, and a week or so ago I sat down with a few people and we did a proper table read of the script. I made more edits based on feedback received from my ‘actors’ on the day, as well as going through the recording of the table read several times and making even more changes based on that. Now I think I’m basically done with it. I’ve sent it off to my editor for another read, just to catch any typos or other small mistakes that may have slipped through, but once he gives it the all clear I’ll be passing it along to my sister, who has some directors she’s planning on approaching with it.

I don’t want to share too much of the contents, except to say it’s a horror script that should turn out a film about 15-17 minutes long. I wrote a very short blurb because I am in the habit of doing that with anything that I write these days, thanks to the short story competitions I’ve been entering, which I’ll also share:

No-one believed Allison was innocent. Her fanciful story about her parents being murdered by a monster from her childhood imaginings was a delusion at best; or a poorly thought-out lie at worst. That’s what the jury decided. They were wrong.

I don’t think it’s a great blurb, but it gets across the gist.

So yeah. I did a thing.

I have no illusions about the likelihood of it actually being picked up by a director, but it is a Finished Thing I can add to my list of other Finished Things and feel a bit better about myself. On top of that, writing a script was very different to writing a novel or a short story. Dialog works differently and you have to take a much more visual approach but also cut everything right back and not have any more description than is necessary. I’m glad I spent the time writing it, and feel like I learned some stuff along the way.

 


 

I’ve got one other side project that I have a fairly firm intention to complete before returning to work. I’ve talked about it on here before: Blackened Hearts.

We had the original first playtest way back in June, which I was exceedingly happy with. There were a lot of changes that I wanted to make, most of which I’ve now made, and I wanted to package it up in a professional-ish quality set of documents — again, most of which I’ve written and done. There is one major part I need to do still that will probably be quite a lot of work, but the bulk of the project is actually done. If I worked on it with any sort of real regularly, I would have been done by now.

As it stands, I need to (1) finish reviewing the character role descriptions and re-organising the item and power cards, (2) write some short, basic examples in the GM section for the end-of-game denouements, and (3) come up with new powers for more than half of the characters [this is the big one].

Once I’ve done that and put together everything in a convincing-looking package, it’ll go to my editor for checking. After that, I’ll be looking for someone else to run a playtest of it. Honestly, I might even just release it then if I’m happy enough with it, and once I manage to organise someone to run a second playtest I can always update/reupload the PDFs later if there are more changes/tweaks I want to make.

I’m not ever going to be super happy with how much work I’ve gotten done this year, but having at least a couple of big Finished Things under my belt at the end of it (and the short stories as well, I guess) will at least go a long way to making me feel like it hasn’t been a complete wash.

This afternoon I’m at least going to make an effort to get some more Blackened Hearts work done. We’ll see how I go.

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Upcoming Deadlines

I’m reorganizing myself a little and trying to focus on a couple of deadlines that are looming large on the horizon. I’m still working on game development stuff in Unity and struggling to make headway on my next novel, but the below are additional projects with real world deadlines that will impact me negatively if I miss them.

 

Blackened Hearts (10 June 2017)
I’ve organised an initial play test of Blackened Hearts, the pirate LARP I’ve been writing, to occur on 10 June. I don’t want to be writing the damn thing right up until the day of the event, so my deadline to entirely finish the play test documents is a week prior. Currently:

  • 10 out of the 15 character roles have been written up and had an initial editing pass, so they’re pretty much play test ready, and the other 5 are still in varying stages of completion;
  • the rules document that is to accompany them is about 66-ish% done — I did the initial write-up ages ago and have edited it since then, but there is now some extra stuff I need to add to it and I want to include a section on pirate gambling games that people can play during the LARP;
  • the item cards are 90% done and ready to print, there’s just a few last-minute additions I need to make to finalise the document;
  • the power cards are woefully underdone… I’ve got basic one-line descriptions written for about 75% of what I intend to include, with no actual cards finished yet.

Immediate goals: Today I intend to finalise the item cards and finish up at least one character role. Then, I’ll be angling to finalise another two character roles by the end of Friday and make a start on the power cards, with a view to completely finishing the LARP by the end of next week.

 

The Big Issue Fiction Edition (5 June 2017)
The Big Issue is accepting public submissions of short stories of up to 3,000 words for their next Fiction Edition — this is a paid gig if you’re accepted, so I’d really like to make it in. Submitted stories need to be previously unpublished, which means I can’t just use one of the ones I’ve already written and posted here. I need to work out what I want to write about and write the full thing. They only accept submissions by post, not email, so I don’t want to be writing right up to the deadline. Even if I don’t get accepted, it’ll at least give me another story I can post up here.

Immediate goals: Today I am going to read last year’s Fiction Edition, so I can see what sort of things they tend to accept. I’ll try to have a full concept and outline hammered out by the end of next week. Then I’ll try to finish it the week following.

 

Not Actual Deadlines

On top of those, there’s a couple of other things I’d really like to do in the upcoming weeks:

  • An as-yet-unnamed script for a short horror film I’ve bee working on (about a third of the way done) that I’d really like to finish off before my birthday (18 June); and
  • I want to commission some cover art for the short stories I’ve published on here so that I can package them as freebies on Amazon’s Kindle store as well. As they’re just going to be free, I’m not looking to spend a lot of cash on the art — I’m thinking minimalist, simple covers (Google minimalist book covers if you want to see the sort of thing I mean). I’ve got professional artist friends, but I don’t think what I’m looking for is worth their time or rates so I might just grab an artist off Fiverr. Again, I’d really like to do this before my birthday.

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Unity and Cults (of Witches)

I’ve had a rough couple of days, writing-wise.

Lately I’ve been super excited that one of my friends will soon be launching a Kickstarter campaign for a video game project (The Witch Cult) he’s been working on for quite some time. Michael has done what I’m trying to do this year — taken time off full-time employment to try to make a living pursuing his own creative endeavours.

I’ve wanted to play around with video game creation myself for quite some time. I’ve got a few pages worth of notes for several game ideas that honestly haven’t really progressed past the ‘ideas’ phase. It’s been my intention to use some of my ‘other project’ time to start learning some more C# coding and play around with game engines, just to explore the possibility, but as you can imagine seeing the impending hopeful success of a friend has sparked my interest. On Friday, I downloaded the latest version of Unity and loaded up some tutorial courses I’d bought at a steep discount last year. I have done very little else since then, only taking a little time out to hug my partner and attend a regular roleplaying session on Sunday.

First, I was surprised just how much I remembered about C# programming, given I’d only half-done a course on it several years ago. I just needed some reminders here and there, and I got back into it pretty easily. Mostly everything makes sense, and I found myself getting pretty impatient during quite a few of the tutorial videos as they were just teaching me stuff I either already knew or could have worked out with a few minutes experimenting/Googling rather than sitting through a half-hour video of having it slowly explained.

Second, holy cow Unity is really, really easy to get into. I mean, obviously the hard work when making a game is building assets from scratch, more complex coding stuff, and the degree of polish that you want to put in, but I was really amazed at how easy and fast it is just to, you know… throw something together and have it work. I have a much better understanding of why hundreds upon hundreds of uselessly bad shovelware games exist now — they exist because it literally just takes a couple of hours for one person to make one. It exists for the same reason as the metric tons of terrible fanfic exists.

So yeah, the last few days have been terrible for writing, but good for learning Unity and C#. I figure that isn’t a bad thing — my goals and schedule allow for time where the equivalent of basically nothing gets done, so I’m still well inside my parameters, and while I’ve got the inspiration and drive to learn it seems like it’d almost be wasteful not to explore it. Still, I gets guilt and anxiety over it because I get guilt and anxiety over basically everything that I do, ever.

I’m currently working on a little sort of play around thing to test out all the bits I’m learning. It’s basically junk, but I might upload it at some point just to say ‘lookit this thing I done’.

Just need to be careful not to drop too much cash in the asset store. There’s just so much shiny in there…

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Alternate projects, pirates and Strowlers, oh my!

As you might have noticed when I posted my daily schedule earlier this week, Wednesday is actually scheduled to be a mid-week break from the daily task of working on draft manuscripts for me to work on something a bit different. I’ve got a few ideas for video games that I’d like to try my hand at making and a whole bunch of tutorials to support me in that, so I’d like to spend some time exploring that as a possibility. I’ve mentioned before on there that I’ve got a few tabletop RPG projects that I’d really like to try to get off the ground, and there’s a few other odds and ends that I’m planning on spending my time exploring.

I’m especially keen on trying my hand at screenwriting. My sister is an up-and-coming actress and I’ve been told that the local indie film industry is a bit script-starved, so it’d be silly of me not to make the most of both of these facts and try to get something written and filmed. Who knows, maybe I’ll fall in love with screenwriting and write a whole bunch of things? It’s a very different skillset to my normal writing, so it’ll be an interesting challenge and learning experience at the very least.

Today, though, I’m spending my time on Blackened Hearts, the pirate LARP that I’ve been working on. It occurs to me that some of you might not know what a a LARP is, so… a LARP (Live Action RolePlay) is a kind of roleplaying game where, instead of sitting around a table like you do while playing something like Dungeons & Dragons, players physically act out the scenarios, typically using costumes and props. Blackened Hearts is specifically a parlour-style LARP, designed to be accessible, require little preparation, only last for a few hours, and be played indoors with a relatively restricted amount of space (usually 1-3 rooms). If you’ve ever played one of those Murder Mystery Dinners, it’s like that but better. Basically, everyone gets their own character with a personality and motivations, there’s a scenario that you’re placed in, and you act as your character would and try to accomplish their goals. There’s a lot of social interaction, deception and intrigue.

The other week, I posted up the descriptions for the character roles in the game, and since then I’ve been slowly but surely making my way through the actual information folios for each role and such. It’s a lot of work… fifteen different characters, each needing their own complicated network of plots, relationships, and goals, each needing to be interesting and fun to play as. It’s a very different kind of writing challenge, and I’m looking forward to seeing how it all works out. I’ve got a clear vision in my head of what I’m making, so hopefully it’ll live up to that goal.

The draft version needs to be finalised by June this year, as that’s why I’m planning on giving it a bit of a beta test. The plan is to put it through it’s paces, fix any problems that are identified during the test run, then polish it up, and package it up as a freebie/pay-what-you-want download here on my site and through DriveThruRPG.

 


 

Speaking of other projects… Strowlers.

Zombie Orpheus Entertainment (ZOE for short) are a great crew that I’ve been following and supporting for quite some time now. I was led to them by Dead Gentlemen Productions, who I fell in love with after watching The Gamers: Dorkness Rising back in 2008. I’ve backed four of ZOE’s previous Kickstarter campaigns, and I’m pretty excited about Strowlers, their latest project. It’s a magical modern setting that, to quote their Kickstarter: “… tells the story of the dreamers, outcasts, artists, and activists who exist on the magical fringes of society.” This sort of thing is right up my alley, so I’m definitely going to be supporting the project.

One thing that caught me by surprise is that the Strowlers IP is going to be released under a flexible license, meaning that basically anyone will be able to make and distribute their own works based in the Strowlerverse. There’s some extra hoops to jump through if you want something you make to be ‘official canon’, but in general it feels like their aiming for something along the lines of H.P. Lovecraft’s Mythos, where he encouraged other writers to use elements from the mythology he was building in their own works, resulting in a large body of interrelated works that are pretty popular even today. It’s a clever idea, given how popular ‘cinematic universes’ like Marvel’s are these days. I’ve always been a sucker for tie-in stories and crossovers and all that good stuff, so Strowlers seems like something I’m going to really get into.

Of course, that makes me wonder if it might be worthwhile having a bit of a poke at their shared universe. I’ve been planning on using some of my spare time this year writing a script or two for a short film and leveraging my sister’s network of film academy contacts to try to get some stuff actually shot, and it could be very cool to get in on the Strowlersverse early. No firm decision yet, of course —  I’ll be waiting to actually see the first Strowlers films and read over the World Bible. Still, it’s a cool idea and something I’m definitely going to keep in mind while going forward.

Everyone should totally check out the Strowlers Kickstarter and support it if it’s something you’re interested in.

 

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Post-Apocalyptic Gothic Roadmap

So, I’m currently writing the second book in the Post-Apocalyptic Gothic series, so I thought it was a good time to talk about the future of the series and where I see myself going with it.

vintage-berlin-germany-old

The first book in Post-Apocalyptic Gothic was Prometheus’ Daughter (2014), the second one will be The Man From Porton Down (tentative title, predicted release in 2017).

The stories in this series, at least at first, are only going to be very tangentially related. The Man From Porton Down is not a sequel to Prometheus’ Daughter, it simply takes place in the same setting. I already have a very basic plot outline for the third book, which is unnamed at the moment, and it as well only enjoys tenuous links to the stories that come before it. All three are all also inspired by existing period gothic horror novels — Prometheus’ Daughter is known to be a re-imagining of Mary Shelley’s Frankenstein, but I won’t spoil what the others will be.

Once I’ve published these three books, I want to put out an omnibus edition that compiles all three in a single volume, with author’s notes about each story and two new short stories in the setting.

There is a rich enough body of work when it comes to gothic horror that I could do quite a few more books in the same style, but I don’t know whether I’ll continue past there. If I do feel like I want to go back to it, I have two things I want to do:

1) Do a capstone story that ties together all three of the previous works. This is likely to be a bit longer than any of the preceding novellas, maybe twice as long.

2) Do another trio of novellas, continuing to re-imagine gothic horror stories in the setting.

If I’m still super keen on the setting and want to keep writing it in — this is far, far in the future at this stage — then I have toyed with the idea of doing a sub-series called Shakespeare at the End of the World. I’m sure you can guess what that would entail.

Of course, I’ve got a lot of other projects I want to work on as well… who knows when I’ll get time?

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Sundered Roleplaying

I’ve been very vaguely thinking about producing a roleplaying game/setting based on my Tales of the Sundered Land series. (There’s only one book out at the moment, but it will be a series of at least four more books. Promise.)

I’m thinking a Fate Core game under the Creative Commons Attribution (CC-BY) licence, in a similar sort of style to Evil Hat’s Fate Worlds and Adventures series of releases. A bit denser on setting details than their releases, of course.

Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission.

I feel like working on a project like this will benefit the series as a whole — sort of like a ‘setting bible’ that I can then use as a guide to help maintain consistency throughout the books. I’ll probably wait until after I finish up the book I’m currently writing, as I don’t want to overload myself, but if I get a spare minute here and there I might do a little work on it. In an ideal world, I might try to set up a proper Kickstarter once I’ve got a proper draft completed.

I’ve actually got a couple of other roleplaying projects on the backburner as well (one inspired by the Dungeon Keeper series and one inspired by games like Dark Souls and Darkest Dungeon). One day I’d like to sit down properly and do some real work on them all, but time is always at a premium at the moment with my full-time work and my current projects. Too many things I want to do, sigh.

Also, I’ve hit my writing goal today, and a little bit more besides.

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Radio Plays

Maybe six months or so ago, I started listening to old radio dramas/plays — there are a lot freely available on Archive.org via the Old Time Radio Researchers group. I haven’t been listening to any of the big ongoing series, just the one-offs. Some of them are really excellent — program-wise, I’ve so far been listening mostly to Escape! (adventure/suspense); Quiet, Please (horror); Lights Out (horror); Suspense! (suspense/horror); and X-Minus One (science fiction). If people want recommendations of specific episodes, I might do a blog post on that another time.

After listening to quite a few of these, I started to think that it was a pretty cool format for stories, and that — with the rise of podcasts — it was something that there was still potentially a market for. I already listen to a few ongoing story podcasts, like Welcome to Night Vale (also highly recommended), so I started looking around for something more in the style of the programs I’ve been listening to. What I found was The Truth. It’s a pretty excellent podcast, and I’m going to continue listening to the stories on a regular basis.

I’ve already had some thoughts about writing screenplays, and it occurs to me that writing a radio play might be a lot of fun. I don’t have a lot of time to spend on it at the moment, but when I do I’ve started knocking out the basics of a script. The way I’m writing it, I think it’d work equally well as a short film as well as a radio play. If and when I’ve got it into workable condition, I’m thinking about sussing out The Truth’s submission guidelines and seeing if they’re interested.

Today’s goal for my draft manuscript has been met. I’ve got just over 1,000 words down now, which was the goal for the weekend. By next weekend, I should be up to at least 3,500.

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